1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | co-programmer: |
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16 | */ |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY |
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18 | |
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19 | |
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20 | #include "movement_module.h" |
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21 | #include "ai_module.h" |
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22 | #include "ai_team.h" |
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23 | #include "ai_swarm.h" |
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24 | #include "ai_engine.h" |
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25 | |
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26 | #include "player.h" |
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27 | #include "playable.h" |
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28 | |
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29 | #include "weapons/test_gun.h" |
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30 | #include "weapons/turret.h" |
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31 | #include "weapons/cannon.h" |
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32 | |
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33 | #include "loading/factory.h" |
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34 | #include "debug.h" |
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35 | #include "loading/load_param.h" |
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36 | #include "util/loading/load_param_xml.h" |
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37 | #include "track/track.h" |
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38 | |
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39 | #include "particles/dot_emitter.h" |
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40 | #include "particles/emitter_node.h" |
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41 | #include "particles/sprite_particles.h" |
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42 | |
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43 | #include "weapons/test_gun.h" |
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44 | #include "weapons/light_blaster.h" |
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45 | #include "weapons/medium_blaster.h" |
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46 | #include "weapons/heavy_blaster.h" |
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47 | #include "weapons/swarm_launcher.h" |
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48 | #include "weapons/spike_thrower.h" |
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49 | #include "weapons/acid_launcher.h" |
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50 | #include "weapons/boomerang_gun.h" |
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51 | #include "weapons/turret.h" |
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52 | #include "weapons/cannon.h" |
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53 | |
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54 | #include "tools/mount_point.h" |
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55 | #include "weapons/weapon_slot.h" |
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56 | |
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57 | #include "npc.h" |
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58 | |
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59 | ObjectListDefinition(NPC); |
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60 | CREATE_FACTORY(NPC); |
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61 | |
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62 | |
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63 | #include "script_class.h" |
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64 | CREATE_SCRIPTABLE_CLASS(NPC, |
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65 | addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX)) |
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66 | ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY)) |
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67 | ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ)) |
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68 | ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor)) |
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69 | ->addMethod("setAbsDir", Executor4<PNode, lua_State*,float,float,float,float>(&PNode::setAbsDir)) |
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70 | ->addMethod("fire", Executor0<NPC, lua_State*>(&NPC::fire)) |
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71 | ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack)) |
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72 | ->addMethod("setAI", Executor1<NPC, lua_State*, bool>(&NPC::setAI)) |
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73 | ->addMethod("setVisibility", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::setVisibility)) |
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74 | ->addMethod("destroy", Executor0<NPC, lua_State*/*, WorldEntity**/>(&NPC::destroyThis)) |
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75 | ); |
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76 | |
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77 | NPC::NPC(const TiXmlElement* root) |
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78 | : weaponMan(this) |
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79 | { |
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80 | this->registerObject(this, NPC::_objectList); |
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81 | |
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82 | this->toList(OM_GROUP_00); |
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83 | this->bAIEnabled = false; |
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84 | |
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85 | |
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86 | |
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87 | // create the weapons and their manager |
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88 | Weapon* wpRight1 = new LightBlaster (); |
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89 | wpRight1->setName( "LightBlaster"); |
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90 | Weapon* wpLeft1 = new LightBlaster (); |
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91 | wpLeft1->setName( "LightBlaster"); |
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92 | |
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93 | Weapon* wpRight2 = new MediumBlaster (); |
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94 | wpRight2->setName( "MediumBlaster"); |
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95 | Weapon* wpLeft2 = new MediumBlaster (); |
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96 | wpLeft2->setName( "MediumBlaster"); |
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97 | |
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98 | Weapon* wpRight3 = new HeavyBlaster (1); |
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99 | wpRight3->setName( "HeavyBlaster"); |
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100 | Weapon* wpLeft3 = new HeavyBlaster (0); |
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101 | wpLeft3->setName( "HeavyBlaster"); |
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102 | |
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103 | Weapon* cannon = new SwarmLauncher(); |
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104 | cannon->setName( "SwarmLauncher"); |
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105 | |
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106 | Weapon* spike = new SpikeThrower(); |
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107 | spike->setName( "SpikeThrower" ); |
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108 | |
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109 | |
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110 | Weapon* acid0 = new AcidLauncher(); |
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111 | acid0->setName( "AcidSplasher" ); |
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112 | |
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113 | Weapon* acid1 = new AcidLauncher(); |
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114 | acid1->setName( "AcidSplasher" ); |
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115 | |
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116 | |
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117 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
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118 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
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119 | |
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120 | this->weaponMan.addWeapon( wpLeft2, 1, 2); |
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121 | this->weaponMan.addWeapon( wpRight2, 1, 3); |
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122 | |
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123 | this->weaponMan.addWeapon( wpLeft3, 2, 4); |
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124 | this->weaponMan.addWeapon( wpRight3, 2, 5); |
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125 | /* |
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126 | this->weaponMan.addWeapon( wpLeft1, 3, 0); |
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127 | this->weaponMan.addWeapon( wpRight1, 3, 1); |
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128 | |
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129 | this->weaponMan.addWeapon( wpLeft2, 3, 2); |
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130 | this->weaponMan.addWeapon( wpRight2, 3, 3); |
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131 | |
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132 | this->weaponMan.addWeapon( wpLeft3, 3, 4); |
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133 | this->weaponMan.addWeapon( wpRight3, 3, 5); |
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134 | */ |
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135 | |
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136 | this->weaponMan.addWeapon( acid0, 3, 0); |
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137 | this->weaponMan.addWeapon( acid1, 3, 1); |
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138 | |
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139 | |
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140 | if( root != NULL) |
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141 | this->loadParams(root); |
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142 | |
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143 | if( this->bAIEnabled && ! this->entityTrack) |
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144 | { |
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145 | std::cout << "Team Number: " << teamNumber << "\n"; |
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146 | std::cout << "Swarm Number:" << swarmNumber << "\n"; |
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147 | |
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148 | AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); |
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149 | } |
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150 | |
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151 | this->bFire = false; |
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152 | if( this->entityTrack) |
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153 | { |
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154 | this->setParent(this->entityTrack->getTrackNode()); |
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155 | this->setRelCoor(0,0,0); |
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156 | } |
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157 | |
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158 | |
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159 | |
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160 | |
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161 | // this->secWeaponMan.addWeapon( acid0, 2, 2); |
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162 | // this->secWeaponMan.addWeapon( acid1, 2, 3); |
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163 | |
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164 | |
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165 | // this->weaponMan.changeWeaponConfig(3); |
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166 | |
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167 | // this->getWeaponManager().changeWeaponConfig(1); |
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168 | |
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169 | this->setHealthMax(100); |
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170 | this->setHealth(80); |
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171 | |
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172 | this->getWeaponManager().setSlotCount(7); |
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173 | |
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174 | this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0)); |
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175 | this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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176 | |
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177 | this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0)); |
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178 | this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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179 | |
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180 | this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5)); |
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181 | this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
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182 | |
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183 | this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5)); |
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184 | this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
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185 | |
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186 | this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5)); |
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187 | this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
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188 | |
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189 | this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5)); |
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190 | this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
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191 | |
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192 | this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0)); |
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193 | this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
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194 | |
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195 | |
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196 | |
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197 | this->getWeaponManager().getFixedTarget()->setParent(this); |
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198 | this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0); |
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199 | this->bInit = false; |
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200 | } |
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201 | |
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202 | |
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203 | NPC::~NPC () |
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204 | { |
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205 | if(! this->entityTrack) |
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206 | AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); |
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207 | } |
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208 | |
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209 | |
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210 | |
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211 | /** |
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212 | * loads the xml tags |
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213 | * @param root: root xml tag for this element |
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214 | */ |
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215 | void NPC::loadParams(const TiXmlElement* root) |
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216 | { |
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217 | WorldEntity::loadParams(root); |
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218 | |
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219 | LoadParam(root, "enableAI", this, NPC, enableAI) |
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220 | .describe("enables the AI algorithms"); |
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221 | |
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222 | LoadParam(root, "team", this, NPC, setTeamNumber) |
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223 | .describe("this sets the team number") |
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224 | .defaultValues(0); |
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225 | |
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226 | LoadParam(root, "swarm", this, NPC, setSwarmNumber) |
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227 | .describe("this sets the swarm number") |
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228 | .defaultValues(0); |
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229 | |
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230 | LoadParam(root, "maxSpeed", this, NPC, setMaxSpeed) |
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231 | .describe("this sets the NPC max Speed") |
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232 | .defaultValues(0); |
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233 | |
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234 | LoadParam(root, "attackDistance", this, NPC, setAttackDistance) |
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235 | .describe("this sets the NPC distance to target") |
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236 | .defaultValues(0); |
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237 | |
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238 | LoadParam(root, "weapon-config", this, NPC, setWeaponConfig); |
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239 | |
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240 | // LoadParamXML(root, "Weapons", this, NPC, addWeapons) |
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241 | // .describe("creates and adds weapons"); |
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242 | } |
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243 | |
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244 | void NPC::setAI(bool activate) |
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245 | { |
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246 | if(activate) AIEngine::getInstance()->addAI(teamNumber,swarmNumber,(WorldEntity*)this,maxSpeed,attackDistance); |
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247 | else AIEngine::getInstance()->removeAI(teamNumber,swarmNumber,(WorldEntity*)this); |
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248 | } |
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249 | |
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250 | void NPC::destroy( WorldEntity* killer ) |
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251 | { |
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252 | |
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253 | PRINTF(5)("NPC destroy\n"); |
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254 | |
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255 | EmitterNode* node = NULL; |
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256 | DotEmitter* emitter = NULL; |
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257 | SpriteParticles* explosionParticles = NULL; |
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258 | |
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259 | explosionParticles = new SpriteParticles(200); |
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260 | explosionParticles->setName("SpaceShipExplosionParticles"); |
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261 | explosionParticles->setLifeSpan(.2, .3); |
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262 | explosionParticles->setRadius(0.0, 10.0); |
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263 | explosionParticles->setRadius(.5, 6.0); |
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264 | explosionParticles->setRadius(1.0, 3.0); |
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265 | explosionParticles->setColor(0.0, 1,1,1,.9); |
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266 | explosionParticles->setColor(0.1, 1,1,0,.9); |
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267 | explosionParticles->setColor(0.5, .8,.4,0,.5); |
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268 | explosionParticles->setColor(1.0, .2,.2,.2,.5); |
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269 | |
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270 | |
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271 | emitter = new DotEmitter( 2000, 70, 360); |
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272 | //emitter->setSpread( 0, M_2_PI); |
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273 | emitter->setEmissionRate( 200.0); |
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274 | //emitter->setEmissionVelocity( 200.0); |
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275 | //emitter->setSystem( explosionParticles); |
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276 | //emitter->setAbsCoor( this->getAbsCoor()); |
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277 | |
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278 | node = new EmitterNode( .1f); |
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279 | node->setupParticle( emitter, explosionParticles); |
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280 | node->setAbsDir( this->getAbsDir()); |
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281 | node->setVelocity( this->getVelocity() * .9f); |
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282 | node->setAbsCoor( this->getAbsCoor()); |
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283 | if( !node->start()) |
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284 | PRINTF(0)("Explosion node not correctly started!"); |
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285 | /* |
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286 | PNode* node = new PNode(); |
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287 | node->setAbsCoor(this->getAbsCoor()); |
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288 | Explosion* explosion = new Explosion(); |
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289 | explosion->explode( node, Vector(5,5,5)); |
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290 | */ |
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291 | /* |
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292 | if( this->hasPlayer()) |
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293 | { |
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294 | this->setAbsCoor(Vector(-10000,10000,10000)); |
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295 | this->hide(); |
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296 | } |
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297 | else |
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298 | {*/ |
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299 | //this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0))); |
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300 | //} |
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301 | |
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302 | this->toList(OM_NULL); |
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303 | this->setAI( false); |
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304 | this->setAbsCoor(-10000,-10000,-10000); |
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305 | |
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306 | |
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307 | } |
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308 | |
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309 | void NPC::setWeaponConfig(int i) |
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310 | { |
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311 | this->weaponMan.changeWeaponConfig(i); |
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312 | } |
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313 | |
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314 | void NPC::addWeapons(const TiXmlElement* root) |
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315 | { |
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316 | if( root == NULL) |
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317 | return; |
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318 | |
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319 | // LOAD_PARAM_START_CYCLE(root, element); |
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320 | // { |
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321 | // // PRINTF(0)("got weapon: %s\n", element->Value()); |
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322 | // BaseObject* obj = Factory::fabricate(element); |
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323 | // if( obj != NULL && obj->isA( Weapon::staticClassID())) |
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324 | // { |
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325 | // Weapon* w = dynamic_cast<Weapon*>(obj); |
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326 | // // PRINTF(0)("created a weapon\n"); |
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327 | // int preferedSlot = w->getPreferedSlot(); |
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328 | // int preferedSide = w->getPreferedSide(); |
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329 | // |
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330 | // this->addWeapon( w, preferedSide, preferedSlot); |
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331 | // } |
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332 | // } |
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333 | // LOAD_PARAM_END_CYCLE(element); |
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334 | } |
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335 | |
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336 | |
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337 | /** |
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338 | * @brief adds a Weapon to the NPC. |
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339 | * @param weapon the Weapon to add. |
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340 | * @param configID the Configuration ID to add this weapon to. |
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341 | * @param slotID the slotID to add the Weapon to. |
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342 | */ |
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343 | bool NPC::addWeapon(Weapon* weapon, int configID, int slotID) |
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344 | { |
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345 | weapon->setOwner(this->getOwner()); |
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346 | |
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347 | |
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348 | if(this->weaponMan.addWeapon(weapon, configID, slotID)) |
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349 | { |
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350 | return true; |
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351 | } |
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352 | else |
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353 | { |
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354 | if (weapon != NULL) |
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355 | PRINTF(1)("Unable to add Weapon (%s::%s) to %s::%s\n", |
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356 | weapon->getClassCName(), weapon->getCName(), this->getClassCName(), this->getCName()); |
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357 | else |
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358 | PRINTF(1)("No weapon defined\n"); |
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359 | return false; |
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360 | |
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361 | } |
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362 | } |
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363 | |
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364 | /** |
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365 | * @brief removes a Weapon. |
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366 | * @param weapon the Weapon to remove. |
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367 | */ |
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368 | void NPC::removeWeapon(Weapon* weapon) |
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369 | { |
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370 | this->weaponMan.removeWeapon(weapon); |
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371 | |
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372 | } |
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373 | |
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374 | /** |
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375 | * @brief jumps to the next WeaponConfiguration |
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376 | */ |
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377 | void NPC::nextWeaponConfig() |
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378 | { |
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379 | this->weaponMan.nextWeaponConfig(); |
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380 | } |
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381 | |
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382 | /** |
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383 | * @brief moves to the last WeaponConfiguration |
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384 | */ |
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385 | void NPC::previousWeaponConfig() |
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386 | { |
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387 | this->weaponMan.previousWeaponConfig(); |
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388 | } |
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389 | |
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390 | |
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391 | |
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392 | |
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393 | /** |
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394 | * ticking |
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395 | * @param dt time since last tick |
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396 | */ |
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397 | void NPC::tick(float dt) |
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398 | { |
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399 | if( !this->bInit) |
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400 | { |
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401 | // now get slots from the mount points |
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402 | std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin(); |
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403 | for( ;it != this->mountPointMap.end(); it++) |
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404 | { |
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405 | WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount()); |
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406 | if( ws != NULL && ws->isA(WeaponSlot::staticClassID())) |
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407 | { |
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408 | int slot = ws->getWeaponSlot(); |
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409 | // int side = ws->getWeaponSide(); //FIXME / REMOVE: is not used |
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410 | this->getWeaponManager().setSlotPosition(slot, (*it).second->getCenter()); |
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411 | this->getWeaponManager().setSlotDirection(slot, ws->getRelDir()); |
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412 | // PRINTF(0)("setting slot %i\n", slot); |
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413 | // (*it).second->getCenter().debug(); |
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414 | } |
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415 | } |
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416 | this->bInit = true; |
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417 | } |
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418 | |
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419 | |
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420 | |
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421 | this->weaponMan.tick(dt); |
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422 | if (this->bFire) |
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423 | { |
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424 | weaponMan.fire(); |
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425 | } |
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426 | this->bFire = false; |
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427 | |
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428 | if(this->entityTrack) |
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429 | this->entityTrack->tick(dt); |
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430 | |
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431 | } |
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432 | |
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433 | void NPC::draw() const |
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434 | { |
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435 | if( this->entityTrack != NULL && this->isDrawTrack()) |
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436 | this->entityTrack->drawGraph(); |
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437 | |
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438 | WorldEntity::draw(); |
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439 | } |
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440 | |
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441 | // HACK just to make sure they explode as nice as possible :) |
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442 | void NPC::hit( float damage, WorldEntity* killer) |
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443 | { |
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444 | this->destroy( killer); |
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445 | this->setDamage(killer->getDamage()); |
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446 | } |
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